Have we done this before?

November 7, 2014

I’ve been having a terrible feeling of déjà vu this week. Spent most of it working on the UI and some of it rigging up a system to keep maps and missions organised properly.

To HTML5 or not HTML5, that is not really a question.

Originally we were using a CEF based system with support for HTML5, CSS and the like. This all changed once we had a go with the UMG in the preview version of Unreal Engine 4.4. The ability to create what we need in-editor and hook it up directly to the scripting won us over.

Now that I’ve had a decent amount of time to learn the system, I am able to come up with functional, if ugly, screens, buttons and other UI elements easily.

dev_ui_20141107a

Work in progress server browser with 100’s of mock server entries.

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Work in progress create/host game screen.

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Work in progress Video Options.

There have also been a lot of UI related C++ changes too,
with future developments in mind.
i.e. Operator screens.

Time of Day

Just to make one thing clear: Ground Branch does not have a fully dynamic time of day system. And to be honest, since it has bugger all to do with movement and shooting, it is way down on our list of priorities.

That said, we do have a time of day system of sorts – it just isn’t dynamic.

It’s a bit of throwback from the UE3 version. Maps are split into pieces to keep things organised and allow the same base geometry to be combined with different lighting and other changes to support different times of day, multiple missions etc.

Maps & Missions

For the sake of organisation, we’ve gone with a basic system that defines the basic info about a map in one file and mission info in one or more other files.

Test map definition and map mission.

Test map definition and map mission.

It requires more work to automatically include child game modes with their parents and other such trickery, but its a good start.

Thanks

A big thank you to everyone who continues to follow, support and encourage us.

And to those who have been testing out the upcoming tech build for us – hugs and kisses on all your pink bits!

dev_ui_dirtyhack

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Sitrep: End of May

May 24, 2014

We completely missed our goal of releasing a new internal test every week. Or two weeks. Or monthly.

Basically, we suck at keeping to dates (still).
Seemed like each week we’d take it in turns in saying “I want to get this in first” or “no, fix that first”.

Ahh, development hell. read more …

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Commands and keys bindings.

September 16, 2012

Bit of a slow week, continuing my efforts into Scaleform and Action Script, this time in relation to the main UI.

Some discussion lead to a pretty significant change – there is no main menu. Being a PC focused game, having to go back to a central screen to choose another seemed odd. Animations are also currently non-existent. Quick transitions may be added later, but that is about it. We figure people would prefer to be in-game playing, rather than waiting for flashy animations and camera flybys.

read more …

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